setDetailMapBlendPars: Difference between revisions

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|x1= <sqf>setDetailMapBlendPars [20, 50];</sqf>
|x1= <sqf>setDetailMapBlendPars [20, 50];</sqf>


|x2= <code>setDetailMapBlendPars ([[20, 50], [300,600]] select (currentWeapon player [[in]] ["Binocular", "Rangefinder", "Laserdesignator"]));</code>
|x2= <code>setDetailMapBlendPars ([[20, 50], [300,600]] select (currentWeapon player in ["Binocular", "Rangefinder", "Laserdesignator"]));</code>


|x3= Reset to default:
|x3= Reset to default:

Revision as of 11:19, 12 May 2022

Hover & click on the images for description

Description

Description:
Sets the detail texture map blend pars. Allows for smooth transition between detailed and undetailed terrain texture at distance.
  • If noDetail > fullDetail, the texture detail will incur smooth transition in the area between the thresholds.
  • If noDetail <= fullDetail, there will be obvious visible edge between texture detail changes at fullDetail distance.
Groups:
System

Syntax

Syntax:
setDetailMapBlendPars [fullDetail, noDetail]
Parameters:
fullDetail: Number - threshold distance in metres up to which the terrain will have full texture detail
noDetail: Number - threshold distance in metres after which the texture detail will be switched off
Return Value:
Nothing

Examples

Example 1:
setDetailMapBlendPars [20, 50];
Example 2:
setDetailMapBlendPars ([[20, 50], [300,600]] select (currentWeapon player in ["Binocular", "Rangefinder", "Laserdesignator"]));
Example 3:
Reset to default: setDetailMapBlendPars [-1, -1];

Additional Information

See also:
setViewDistance viewDistance setTerrainGrid getObjectViewDistance setObjectViewDistance

Notes

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